//==============================================================================
// Mini-map Information
//==============================================================================

B01_MiniMap_01 = {
 - 򽫾ȡ򱨡
}

B01_MiniMap_02 = {
װֿ - ೤ɽװ벹ƷĽס
}

B01_MiniMap_03 = {
± - ±೤СƳԱ
}

B01_MiniMap_04 = {
ҽ - ҽٽҽƷĽס
}

B01_MiniMap_05 = {
ά޳ - ݷά޳ӻĮ°ĳ
}

B01_MiniMap_06 = {
 - СӴ뿪ﱤսۡ
}
//==============================================================================//==============================================================================
// Speech File for Bunker 01
//Version 1.4
// The format for the speech file is explained in the README.txt file in the
// speech file directory.
//
//==============================================================================
//******************************************************************************

//******************************************************************************
// FIXTURES OF THE BUNKER
//******************************************************************************

//******************************************************************************
//==============================================================================
// Name: General Barnaky.
// Role: General of the Brotherhood, Commander to the player.
// Background: General Barnaky is the solid presence that has guided the player
// through his/her earlier missions. He is an experienced warrior and a shrewd 
// strategist. He has a knack for spotting talent among the raw recruits, and 
// the ability to nurture them into proud warriors.
//
// Location: Briefing Room
// Appears: 01
// Removed: End 09
//==============================================================================

name_CORE_Barnaky = { ɻ }

//==============================================================================
// Situation A00: Floating text
//------------------------------------------------------------------------------
B01_Barnaky_A00 = { סʹڲͬǼɺ֪ʶ}
B01_Barnaky_A01 = { Ҵδʶһ...Ȩʹ˺ͬĿ }
// TOO LONG. CAN YOU SHORTEN IT?
B01_Barnaky_A02 = { Ǹװ׿ĥһЩ }
B01_Barnaky_A03 = { Ըʱýһ㡣 }
B01_Barnaky_A04 = { Ҫܸҵšǡ }
B01_Barnaky_A05 = { ֵܻ֮һȶɽ}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Paladin Octavius.
// Role: Quarter-Master of the Initiates.
// Background: Octavius is a rather chubby man in his thirties. He is the 
// Quarter-Master for the Initiates of the Brotherhood. He hands out equipment
// that the player might need or want.
//
// Location: Equipment Room
// Appears: 01
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Octavius will introduce himself when he speaks with the 
// player for the first time. Speaking to him will initiate the equipment
// screen for the Quarter-Master.
//------------------------------------------------------------------------------
B01_Octavius_A00_W = {
Ϣսʿŷά˹Ҹǵװǩ䷢װȷѾȫйִǰ㲻뿪˵ء𣿺ܺá\n\n

˽ˣ°ɡ
}
//==============================================================================


//==============================================================================
// Situation A01: If the player has already met Octavius, he will use a 
// different line to initiate the Quarter-Master equipment selection screen.
//------------------------------------------------------------------------------
B01_Octavius_A01_W = {
ֻǳáкúõװ\n\n

ʲôö
}
//==============================================================================


//==============================================================================
// Situation A02: If the player has already met Octavius twice, he will use a 
// a very short line to initiate the Quarter-Master equipment selection screen.
//------------------------------------------------------------------------------
B01_Octavius_A02 = { ʲôҿЧ͵ }
//==============================================================================


//==============================================================================
// Situation B: Octavius has some random lines of his own.
//------------------------------------------------------------------------------
B01_Octavius_B00 = { ţһ¡  }
B01_Octavius_B01 = { סһ¡ }
B01_Octavius_B02 = { һ£ǲҪ }
B01_Octavius_B03 = { ûոڡرաλá}
B01_Octavius_B04 = { Ҫĥһ¡ }
B01_Octavius_B05 = { ͷѾˡ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Smith.
// Role: Mechanic.
// Background: Smith is one of the five mechanics working in the bunkers. Smith
// is a silvery haired man who smokes a cigar and loves it when a plan comes 
// together.
//
// Location: Vehicle Depot
// Appears: 01
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Smith has his initial greeting. After this, he will 
// switch to one of the random lines in Situation B.
//------------------------------------------------------------------------------
B01_Smith_A00 = { ٣Ϊʷ˹Ļеʦǳʷ˹Ҳʥʿʷ˹±ʷ˹ǲ۲۵ʷ˹ѡڣʲôܹЧ͵ }
//==============================================================================


//==============================================================================
// Situation B: Smith's random greetings after the initial greeting. These
// lines are selected at random everytime the player needs to talk to the 
// mechanic.
//------------------------------------------------------------------------------
B01_Smith_B00 = { ʲô }
B01_Smith_B01 = { Żų }
B01_Smith_B02 = {  }
B01_Smith_B03 = { ҾΪЧ͡ }
B01_Smith_B04 = { ǸƵļʻԱ }
B01_Smith_B05 = { ҿ԰ʲô }
//==============================================================================


//==============================================================================
// Situation C: Smith's random lines. He is mostly concerned with his work.
//------------------------------------------------------------------------------
B01_Smith_C00 = { ҽҪһѵĹ״ }
B01_Smith_C01 = { ķ֮һİȥˣ }
B01_Smith_C02 = { õüһȴ }
B01_Smith_C03 = { ôըеı }
B01_Smith_C04 = { ģȼû⡣ }
B01_Smith_C05 = { ո˭ںߣɱģ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Celsius
// Role: Medical Officer in the Brotherhood.
// Background: Celsius is simply the medic inside the bunker. The player can 
// visit him whenever healing is needed. He will be busy tending to the wounds 
// of the injured soldiers.
//
// Celsius is dressed in robes, he is considered one of the Elders. He is a
// master surgeon and a scholar. Celsius has a deep voice and a confident air 
// about him. He never betrays any hint that he is uncertain of his skills.
//
// I would picture him as having white, graying hair. He might even look a 
// little like the Diablo II Necromancer.
//
// Celsius will follow the player from bunker to bunker until Bunker 03.
// Once the player has moved to Bunker 02, the other replacement medic, 
// Timothy, will take over.
//
// Location: Infirmary
// Appears: 01
// Removed: End 03
//==============================================================================


//==============================================================================
// Situation A00: Celsius' introduction. Celsius will introduce himself the 
// first time the player talks to him. He will explain that they can return 
// anytime for healing. After talking, the player has a chance to either
// barter for medicine, or exit the conversation. Either way may allow Celsius 
// to heal the player's party completely.
//------------------------------------------------------------------------------
B01_Celsius_A00_W = {

ãսʿϣ˹ҽԱǹ١\n\n

κʱ򶼿ԻصﱤҽƷֻҪǵԴάֵĻԵĻϣܹԶ˵ء\n\n

ǼĴԽԽá
}
//==============================================================================


//==============================================================================
// Situation A01: Celsius' repeats. On subsequenty revisits, Celsius will 
// come straight to the point.
//------------------------------------------------------------------------------
B01_Celsius_A01 = { һ塣 }
//==============================================================================


//==============================================================================
// Situation B: Celsius' random lines. These assume he has one or two patients 
// in the infirmary. These must float by themselves, not when clicked on.
//------------------------------------------------------------------------------

B01_Celsius_B00 = { ...ǻлˮΡ }
B01_Celsius_B01 = { ҿѾǻ¶ȼ... }
B01_Celsius_B02 = { ǵýн֫ }
B01_Celsius_B03 = { ţ }
B01_Celsius_B04 = { ǳȤ }
B01_Celsius_B05 = { ҩ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Scribe Timothy
// Role: Replacement Healer.
// Background: Timothy is Celsius' student. He will take over from Celsius 
// once Celsius has moved on. Timothy isn't quite as skilled as Celsius which 
// is incentive for the player to stick to the current stage.
//
// Location: Infirmary
// Appears: End 03
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Timothy has no text. He quietly tends to the character's 
// wounds. Timothy isn't as experienced as Celsius and he shouldn't sell any 
// medical supplies. He might not be able to heal to maximum health or he 
// might not be able to help remove radiation contamination. He will sound like a squeaky // voiced teenager who's over his head.
//------------------------------------------------------------------------------
B01_Timothy_A00_W = { 

սʿʵϰҽס\n\n

٣ҵʱһ˿ڡҸոհеͷˤذȥˣ٣Ϊʲôԭԭ𣿹\n\n

ҸոѾˡ

}
//==============================================================================

//==============================================================================
// Situation B00: Timothy has no text. He quietly tends to the character's 
// wounds. Timothy isn't as experienced as Celsius and he shouldn't sell any 
// medical supplies. He might not be able to heal to maximum health or he 
// might not be able to help remove radiation contamination.
//------------------------------------------------------------------------------
B01_Timothy_B00 = { Ҳȷһȥһġ }
//==============================================================================


//==============================================================================
// Situation C: Timothy's random text.
//------------------------------------------------------------------------------
B01_Timothy_C00 = { รǿʹ }
B01_Timothy_C01 = { һäλðҼǲҮ }
B01_Timothy_C02 = { ţҺЩףҴǵġ }
B01_Timothy_C03 = { ţûֶ }
B01_Timothy_C04 = { ҿĵĶ }
B01_Timothy_C05 = { ۰ҵѵûֶ }
//==============================================================================
//******************************************************************************

//******************************************************************************
// ENVIRONMENTAL CHARACTERS
//******************************************************************************

//******************************************************************************
//==============================================================================
// Name: Tiduk
// Role: Tribal who wants to join the Brotherhood.
// Background: Tiduk is one of the tribals of Brahmin Woods. He is nineteen 
// years of age. He is dressed in traditional fashion and carries a spear. 
// He has dark hair, tanned skin, and a stern, proud, look on his face.
//
// He is waiting around as a young hopeful to join the Brotherhood.
// Tiduk will only turn up after mission 02 is completed.
//
// Once the encounter is played, the tribals will be gone by the next return 
// to base.
//
// Location: Main Corridor
// Appears: End 02
// Removed: Start 06
//==============================================================================


//==============================================================================
// Situation A00: Tiduk stands around, waiting. He will be the tribal in front
// of the other tribals. Tiduk will explain what is going on if the player 
// speaks to him.
//------------------------------------------------------------------------------
B01_Tiduk_A00_W = {
̩ˣҵĲͬҸոմӱţɭְΪľֵܻᡣ֮⣬һó׳һͬ硣\n\n
}
//==============================================================================




//==============================================================================
// Situation A01: If the player continues to talk to Tiduk, he will excuse 
// himself with his good-bye line.
//------------------------------------------------------------------------------
B01_Tiduk_A01 = { ټӢǣ }
//==============================================================================


//==============================================================================
// Situation B: As Tiduk stands around, he has several random remarks.
//------------------------------------------------------------------------------
B01_Tiduk_B00 = { սıţ֮ҡ }
B01_Tiduk_B01 = { һμСһ졣 }
B01_Tiduk_B02 = { УǼֵܻɡ }
B01_Tiduk_B03 = { ǧҵü...Ѿˡ }
B01_Tiduk_B04 = { ףڤ֮ӵĴף }
B01_Tiduk_B05 = { ϣܳΪֵܻһԱ }
//==============================================================================


//==============================================================================
// Situation C: Tiduk has some remarks to Shauri's random comments.
//------------------------------------------------------------------------------
// Tiduk's response to: B01_Shauri_B00 = { Why can't I join the Brotherhood? }
B01_Tiduk_C00 = { ΪǸŮڸұ졣 }

// Tiduk's response to: B01_Shauri_B01 = { Women -CAN- join the Brotherhood. }
B01_Tiduk_C01 = { ȻǾ͵ñûˣؼȥ󷹡 }

// Tiduk's response to: B01_Shauri_B02 = { Why are you being so cruel? }
B01_Tiduk_C02 = { Ϊ....һƯBecause... you're prettier than me. }

// Tiduk's response to: B01_Shauri_B03 = { Wait till Mom finds out. }
B01_Tiduk_C03 = { ȥֲ衣 }

// Tiduk's response to: B01_Shauri_B04 = { I'm so excited. }
B01_Tiduk_C04 = { Ϊʲô  }

// Tiduk's response to: B01_Shauri_B05 = { This place looks so clean. }
B01_Tiduk_C05 = { ͺúõءءһΪȻǻؼҲɡ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Shauri
// Role: Sister of Tiduk.
// Background: Shauri is Tiduk's sister. She is a year younger than Tiduk, 
// being eighteen years old. She is a dark haired girl of breathtaking beauty. 
// She has dark, thoughtful eyes, a slender form, and hair that she wears down 
// to her waist. She is dressed in the simple clothes that women wear in her 
// village.
//
// Like her brother, Shauri is also waiting around to join the Brotherhood.
// Shauri will only turn up after mission 02 is completed.
//
// Once the encounter is played, the tribals will be gone by the next return 
// to base.
//
// Location: Main Corridor
// Appears: End 02
// Removed: Start 06
//==============================================================================


//==============================================================================
// Situation A00: Shauri stands a little distance from Tiduk. She will talk 
// to the player if addressed.
//------------------------------------------------------------------------------
B01_Shauri_A00_W = {

ޣҵ\n\n

Ǳߵ̩ҵĸ磬ĿҪֵܻᡣǶ൱رǴµĹѫ

}
//==============================================================================


//==============================================================================
// Situation A01: If the player talks to her again, she will ask if the player
// thinks it's okay for her to join.
//------------------------------------------------------------------------------
B01_Shauri_A01_W = {

ҵĸΪҲӦüֵܻᣬΪֵܻ᡹ζֵֻǼ롣˺Ů˶ӦмֵܻȨ\n\n

Ҿһó׳ӻؼҡ
}
//==============================================================================


//==============================================================================
// Situation A02: If the player talks to her again, she will excuse herself 
// with her good-bye line.
//------------------------------------------------------------------------------
B01_Shauri_A02 = { ټá }
//==============================================================================


//==============================================================================
// Situation B: As Shauri stands around, she will have some random remarks.
// Note that Tiduk has rebuttals to her random remarks. This will simulate 
// a brother-sister argument.
//------------------------------------------------------------------------------
B01_Shauri_B00 = { ΪʲôҲֵܼܻ᣿ }
B01_Shauri_B01 = { ŮҲԼֵܻᡣ }
B01_Shauri_B02 = { ΪʲôҪộ }
B01_Shauri_B03 = { 跢һаɡ }
B01_Shauri_B04 = { ҷǳ˷ܡ }
B01_Shauri_B05 = { طøɾ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Tribal Hopefuls:
// These are the tribal hopefuls standing behind Tiduk. There are roughly 
// three to four of them. They are fairly chatty for tribals. All of them are
// male.
//
// Note: These guys will turn up only after mission 02 is completed.
// Once the encounter is played, the tribals will be gone by the next return 
// to base.
//
// Location: Main Corridor
// Appears: End 02
// Removed: 06
//==============================================================================


//==============================================================================
// Situation A: This is what the Tribals may say (randomly) if the player 
// tries to talk to them.
//------------------------------------------------------------------------------
B01_Tribal01_A00 = { ʥıţǺ˵Ү }
B01_Tribal01_A01 = { ǽᲢսʱ̽ܿ쵽}
B01_Tribal01_A02 = { 㿴Ż׵ }
B01_Tribal01_A03 = { Ҫ㳤 }

B01_Tribal02_A00 = { ллǵľ֮ }
B01_Tribal02_A01 = { Ҳ̫ó }
B01_Tribal02_A02 = { Ҳ֪˵Щʲô }
B01_Tribal02_A03 = { ðΰӢۡ }

B01_Tribal03_A00 = { ҿĻ }
B01_Tribal03_A01 = { ۣǾӢۣ }
B01_Tribal03_A02 = { ̫ˣ }
B01_Tribal03_A03 = { Һܹ˵ }

B01_Tribal04_A00 = { Ƿе˫ͷţţ }
B01_Tribal04_A01 = { ǲӶҵСݣ }
B01_Tribal04_A02 = { ʴȵʥţ }
B01_Tribal04_A03 = { ϣСûƨۡ }
//==============================================================================


//==============================================================================
// Situation B: This is what the Tribals may say (randomly) on their own.
//------------------------------------------------------------------------------
B01_Tribal01_B00 = { طʵ̫....ɾˡ }
B01_Tribal01_B01 = { ȥˣ }
B01_Tribal01_B02 = { ţҺม }
B01_Tribal01_B03 = { ҵȲҪֵܻˡ }

B01_Tribal02_B00 = { ԳԵͣ }
B01_Tribal02_B01 = { طʵڸɾ }
B01_Tribal02_B02 = { Ƶԭʲô }
B01_Tribal02_B03 = { ʲô }

B01_Tribal03_B00 = { Ϊɭֶս }
B01_Tribal03_B01 = { ʲôʱԲս }
B01_Tribal03_B02 = { *̾* }
B01_Tribal03_B03 = {  }

B01_Tribal04_B00 = { Ҫũ }
B01_Tribal04_B01 = { ʲôʱõ }
B01_Tribal04_B02 = { ΪʲôԳڵص£ }
B01_Tribal04_B03 = { Ҳг }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Brotherhood Guards:
// There are two of them standing outside the bunker.
//
// Location: Bunker Entrance
// Appears: 01
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A: This is what the guards may say if addressed by the player.
//------------------------------------------------------------------------------
B01_Guard01_A00 = { ðսʿ }
B01_Guard01_A01 = { 㿴еƣ롣 }
B01_Guard01_A02 = { 㲻˯ԱߵǸ }
B01_Guard01_A03 = { ܸ˼㣬սʿ }
B01_Guard01_A04 = { ǧǹ...ҡ }
B01_Guard01_A05 = { Σ }

B01_Guard02_A00 = { ٣˭ˣ }
B01_Guard02_A01 = { ﻹû̫Ļսʿ}
B01_Guard02_A02 = { ɻȻϸ񣬵ҲǸܹˡ }
B01_Guard02_A03 = { ֻҪͻһƽ }
B01_Guard02_A04 = { ףһк˵ }
B01_Guard02_A05 = { װԼսʿ }
//==============================================================================


//==============================================================================
// Situation B: This is what the guards may say on their own before the tribals
// arrive.
//------------------------------------------------------------------------------
B01_Guard01_B00 = { һλֻʣ¼Сʱѡ }
B01_Guard01_B01 = { *̾* }
B01_Guard01_B02 = { ʳ̫ˡ }
B01_Guard01_B03 = { ʱδδعȥ.... }
B01_Guard01_B04 = { *Ƿ* }
B01_Guard01_B05 = { ѽ }

B01_Guard02_B00 = { ܺð }
B01_Guard02_B01 = { ˺....֮צɵġ }
B01_Guard02_B02 = { ҪԼȥԸЩǿ }
B01_Guard02_B03 = { Ϊʲôǵվڵʱһʳʬ }
B01_Guard02_B04 = { һ죬һذСӵһԱ }
B01_Guard02_B05 = { һЩֵʱˡ }
//==============================================================================


//==============================================================================
// Situation C: This is what the guards may say on their own after the tribals
// arrive. They'll move back to situation B when the tribals move on.
//------------------------------------------------------------------------------
B01_Guard01_C00 = { 죬Щԭʼˡ }
B01_Guard01_C01 = { *̾* }
B01_Guard01_C02 = { Щжྪţ }
B01_Guard01_C03 = { Ǹ˵ѵ¶ˣ }
B01_Guard01_C04 = { *Ƿ* }
B01_Guard01_C05 = { һܷͨ±顣 }

B01_Guard02_C00 = { ǴЩһЩĶ }
B01_Guard02_C01 = { ...ųһվá죡 }
B01_Guard02_C02 = { £ȥǱߣKeep it down, back there! }
B01_Guard02_C03 = { *̾* }
B01_Guard02_C04 = { ǻᡸϡģ }
B01_Guard02_C05 = { 㿴ǸСۣ }
//==============================================================================


//==============================================================================
// Situation D: This is what the guards may say if addressed by the player 
// after the player has gone to Bunker 02.
//------------------------------------------------------------------------------
B01_Guard01_D00 = { ðսʿ }
B01_Guard01_D01 = { µﱤ }
B01_Guard01_D02 = { Ҫվκ}
B01_Guard01_D03 = { أսʿ }
B01_Guard01_D04 = { ɱˣ }
B01_Guard01_D05 = { Σ }

B01_Guard02_D00 = { ذСЩﶼʲô }
B01_Guard02_D01 = { ʱ }
B01_Guard02_D02 = { ˵ԽԽˡ}
B01_Guard02_D03 = { һСģ }
B01_Guard02_D04 = { ף»ˡ }
B01_Guard02_D05 = { һ˵ɵòˡ }
//==============================================================================


//==============================================================================
// Situation E: This is what the guards may say randomly after the player has 
// gone to Bunker 02.
//------------------------------------------------------------------------------
B01_Guard01_E00 = { ǵǸɰĲʵúÿ졣 }
B01_Guard01_E01 = { *̾* }
B01_Guard01_E02 = { ΪǸ }
B01_Guard01_E03 = { һûСˡ }
B01_Guard01_E04 = { *Ƿ* }
B01_Guard01_E05 = { սʿ͵Ϣ }

B01_Guard02_E00 = { һ...ѡ }
B01_Guard02_E01 = { ҲܣǿСҲӦñɱеļ¼ }
B01_Guard02_E02 = { Щ˻˵ǼΪӶҼΪ˿ǵ }
B01_Guard02_E03 = { һﱤĻʳã }
B01_Guard02_E04 = { СģҽθһЩĺܳ˹ }
B01_Guard02_E05 = { ǰʲôϢ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Brotherhood Soldiers:
// These soldiers are the guys that wander around the base, sleeping and 
// eating. 
// They are mostly asleep because if they're in base, they're not on duty. We 
// have six varieties of warriors, some male, some female. The text is not 
// gender specific.
//
// Location: Barracks and Other
// Appears: 01
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A: These are the sounds made by the warriors when they are asleep.
//------------------------------------------------------------------------------
B01_Brother01_A00 = { Zzzz.. }
B01_Brother01_A01 = { Zzzt.. ** }
B01_Brother01_A02 = { Zz.. zzz... }

B01_Brother02_A00 = { ** }
B01_Brother02_A01 = { Zz...צ㣡.. zzz... }
B01_Brother02_A02 = { Zzzz. }

B01_Brother03_A00 = { ￴ң }
B01_Brother03_A01 = { *ƨ* }
B01_Brother03_A02 = { Zzz.. *ƨ* Zzz.. }

B01_Brother04_A00 = { ** }
B01_Brother04_A01 = { Zzzt.. ** }
B01_Brother04_A02 = { Zzz..ˣ˿ţ...mmmzzz. }

B01_Brother05_A00 = { ꣡˭Һ }
B01_Brother05_A01 = { *ɦ* }
B01_Brother05_A02 = { Zzz..*ߣ* zzt.. }

B01_Brother06_A00 = { Zzzz.. }
B01_Brother06_A01 = { ** }
B01_Brother06_A02 = { Zz.. zzz... }
//==============================================================================


//==============================================================================
// Situation B: These are what the injured warriors will say while they're in 
// the infirmary.
//------------------------------------------------------------------------------
B01_Brother01_B00 = { ɱǿӱҡ }
B01_Brother01_B01 = { ҿֹʹ𣿰С }
B01_Brother01_B02 = { ҿԴһЩֹʹ }

B01_Brother02_B00 = { (۰) }
B01_Brother02_B01 = { ɱǸ쵰 }
B01_Brother02_B02 = { ʹ }

B01_Brother03_B00 = { ...ǵڶαЩЫֶҵƨˡ }
B01_Brother03_B01 = { ~ }
B01_Brother03_B02 = { ҵƨƨ... }

B01_Brother04_B00 = {  }
B01_Brother04_B01 = { ǽصҵȺһܹʲô }
B01_Brother04_B02 = { ҵȣ }

B01_Brother05_B00 = { ʲô£ }
B01_Brother05_B01 = { ǳըȥĹܡ }
B01_Brother05_B02 = { ҽ˵Һܿͻᱻá }

B01_Brother06_B00 = { һ㣡 }
B01_Brother06_B01 = { ٣ҽҵĵֵˣ }
B01_Brother06_B02 = { ҲֶˣΪʲôҪ֧ܣ }
//==============================================================================


//==============================================================================
// Situation C: These are the random lines spoken by the warriors when they 
// are awake. If the player tries to talk to them, they'll say the same things.
//------------------------------------------------------------------------------
B01_Brother01_C00 = { Ҫڣҵļ鹤Ѿˡ }
B01_Brother01_C01 = { ʮǰӦȥվˡ }
B01_Brother01_C02 = { пյʱӦȥЩʳ }

B01_Brother02_C00 = { Եһ죡}
B01_Brother02_C01 = { ´Ѳʲôʱ }
B01_Brother02_C02 = { һûǺʿȷһ¡ }

B01_Brother03_C00 = { ϣܹʤΡ }
B01_Brother03_C01 = { Ҹոд }
B01_Brother03_C02 = { ĻҸոʪˣ }

B01_Brother04_C00 = { ͸ˡ }
B01_Brother04_C01 = { һڼ㣿 }
B01_Brother04_C02 = { ˭Ҫ˿ƣ }

B01_Brother05_C00 = { ֣ʵڽƣˡ }
B01_Brother05_C01 = { ˺Ƶĳѽ }
B01_Brother05_C02 = { *̾* üһҵװ }

B01_Brother06_C00 = { ľ }
B01_Brother06_C01 = { *ɧ* }
B01_Brother06_C02 = { ϣܿͿԿһЩս }
//==============================================================================


//==============================================================================
// Situation D: These are the random lines spoken by the warriors when they 
// are awake and after the player has gone to Bunker 02.
//------------------------------------------------------------------------------
B01_Brother01_D00 = { Ӣǻ }
B01_Brother01_D01 = { ټá }
B01_Brother01_D02 = { *̾* }

B01_Brother02_D00 = { ûǷǮ }
B01_Brother02_D01 = { һҪһ֧սСӡ }
B01_Brother02_D02 = { ϣҺܻܿýĻᡣ }

B01_Brother03_D00 = { ϣһܹΪʥʿ}
B01_Brother03_D01 = { ҷǸһڴ... }
B01_Brother03_D02 = { ĿǰսΣ }

B01_Brother04_D00 = { ľʮְ }
B01_Brother04_D01 = { ҺҲûǰ߹ }
B01_Brother04_D02 = { ˭Ҫһֿٵ˿ƣ }

B01_Brother05_D00 = { ֣ʵڽƣˡ }
B01_Brother05_D01 = { ˡ }
B01_Brother05_D02 = { ܾ }

B01_Brother06_D00 = { ڵ۾ѾϿˡ }
B01_Brother06_D01 = { ǵĵﱤ }
B01_Brother06_D02 = { ϣܿս }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Nanuk.
// From: Mission 03
// Role: A good-looking prisoner.
// Background: An unfortunate tribal prisoner who is kept as an unwilling sex 
// slave for Daisy-May. Nanuk has developed a nasty rash and a burning
// sensation while he urinates. He longs for release.
//
// Location: Infirmary
// Appears: End 03
// Removed: N/A
//==============================================================================

//==============================================================================
// Situation A00: 
//------------------------------------------------------------------------------
M03_Nanuk_A00_W = { 

ҽֵܻһػҪūһĺʹġʽϰѲ项ū˲ŲҪҽֵܻҩֵ˲ūôʹʹҪЩСȥȻŻȥ׷Ща

}
//==============================================================================


//==============================================================================
// Situation B00: Floating text for Nanuk. This will float by itself or when clicked.
//------------------------------------------------------------------------------
M03_Nanuk_B00 = { .........ˮ }
M03_Nanuk_B01 = { ū˺ҽֵܻᣡ }
M03_Nanuk_B02 = { ԽС }
M03_Nanuk_B03 = { ū˲֪ʲôźá }


//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Pilot Wilson.
// From: Mission 04
// Role: Original pilot of the APC.
// Background: Wilson, better known as Pilot Wilson, is the warrior who has  
// been cut-off from the rest of his unit. He is tired, hungry, and unshaven. 
// His job in this mission is to guide the player to the APC and run away.
//
// Location: Vehicle Depot
// Appears: End 03
// Removed: N/A
//==============================================================================

//==============================================================================
// Situation A00: Before the mission (actually have him disappear one mission before     
// that. DL)
//------------------------------------------------------------------------------
M04_Pilot_A00 = {  ҴûκһαָɵʧܹûڼʻļҸá }
//==============================================================================


//==============================================================================
// Situation B00: After he was relieved by the player and made it back to base.
//------------------------------------------------------------------------------
M04_Pilot_B00 = {  ٣˵˾һЩСȥǸѣܱãֵ˵ }
//==============================================================================

//*************************************************************************

// Situation Z00: Time to Move to the Next Bunker
//------------------------------------------------------------------------------
B01_Barnaky_Z00_W = {
ĹѾɣսʿʱȥչˡ\n\n

ǽǵ񽹵תƵϷµﱤ
Сӳϡ  }
//==============================================================================



//==============================================================================
// Name: Recruits Master
// Role: Recruits Master of the Initiates.
//==============================================================================

//==============================================================================
// Situation A00: Recruits Master will speak, then open the Recruits window.
//------------------------------------------------------------------------------
B01_Recruits_A00_W = {
ӭսʿֵܻ²ŵ٣Ҫ֯һСӣ͵ҿڡôʲôҿΪЧ͵
}
//==============================================================================

//==============================================================================
// Situation B00: Recruits Master will speak, then open the Recruits window.
//------------------------------------------------------------------------------
B01_Recruits_B00 = {
ǡشͺá 
}
//==============================================================================

